COLLADA: Split MaterialsExporter into separate files.
This commit is contained in:
@@ -106,6 +106,7 @@ extern char build_rev[];
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#include "CameraExporter.h"
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#include "GeometryExporter.h"
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#include "LightExporter.h"
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#include "MaterialExporter.h"
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// can probably go after refactor is complete
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#include "InstanceWriter.h"
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@@ -151,43 +152,7 @@ void forEachObjectInScene(Scene *sce, Functor &f)
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}
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}
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// used in forEachMaterialInScene
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template <class MaterialFunctor>
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class ForEachMaterialFunctor
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{
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std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
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MaterialFunctor *f;
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public:
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ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
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void operator ()(Object *ob)
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{
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int a;
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for(a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a+1);
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if (!ma) continue;
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std::string translated_id = translate_id(id_name(ma));
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if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
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(*this->f)(ma, ob);
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mMat.push_back(translated_id);
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}
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}
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}
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};
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// calls f for each unique material linked to each object in sce
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// f should have
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// void operator()(Material* ma)
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template<class Functor>
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void forEachMaterialInScene(Scene *sce, Functor &f)
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{
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ForEachMaterialFunctor<Functor> matfunc(&f);
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GeometryFunctor gf;
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gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor> >(sce, matfunc);
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}
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// OB_MESH is assumed
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std::string getActiveUVLayerName(Object *ob)
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@@ -344,8 +309,8 @@ public:
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void exportImages(Scene *sce)
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{
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openLibrary();
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forEachMaterialInScene(sce, *this);
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MaterialFunctor mf;
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mf.forEachMaterialInScene<ImagesExporter>(sce, *this);
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closeLibrary();
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}
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@@ -401,8 +366,8 @@ public:
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void exportEffects(Scene *sce)
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{
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openLibrary();
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forEachMaterialInScene(sce, *this);
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MaterialFunctor mf;
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mf.forEachMaterialInScene<EffectsExporter>(sce, *this);
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closeLibrary();
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}
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@@ -652,31 +617,6 @@ public:
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}
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};
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class MaterialsExporter: COLLADASW::LibraryMaterials
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{
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public:
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MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
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void exportMaterials(Scene *sce)
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{
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openLibrary();
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forEachMaterialInScene(sce, *this);
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closeLibrary();
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}
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void operator()(Material *ma, Object *ob)
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{
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std::string name(id_name(ma));
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openMaterial(translate_id(name), name);
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std::string efid = translate_id(name) + "-effect";
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addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
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closeMaterial();
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}
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};
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// TODO: it would be better to instantiate animations rather than create a new one per object
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// COLLADA allows this through multiple <channel>s in <animation>.
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55
source/blender/collada/MaterialExporter.cpp
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55
source/blender/collada/MaterialExporter.cpp
Normal file
@@ -0,0 +1,55 @@
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/**
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* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "COLLADABUUtils.h"
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#include "BKE_material.h"
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#include "MaterialExporter.h"
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#include "collada_internal.h"
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MaterialsExporter::MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
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void MaterialsExporter::exportMaterials(Scene *sce)
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{
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openLibrary();
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MaterialFunctor mf;
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mf.forEachMaterialInScene<MaterialsExporter>(sce, *this);
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closeLibrary();
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}
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void MaterialsExporter::operator()(Material *ma, Object *ob)
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{
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std::string name(id_name(ma));
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openMaterial(translate_id(name), name);
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std::string efid = translate_id(name) + "-effect";
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addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
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closeMaterial();
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}
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88
source/blender/collada/MaterialExporter.h
Normal file
88
source/blender/collada/MaterialExporter.h
Normal file
@@ -0,0 +1,88 @@
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/**
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* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __MATERIALEXPORTER_H__
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#define __MATERIALEXPORTER_H__
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#include "COLLADASWLibraryMaterials.h"
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#include "COLLADASWStreamWriter.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "GeometryExporter.h"
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class MaterialsExporter: COLLADASW::LibraryMaterials
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{
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public:
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MaterialsExporter(COLLADASW::StreamWriter *sw);
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void exportMaterials(Scene *sce);
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void operator()(Material *ma, Object *ob);
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};
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// used in forEachMaterialInScene
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template <class Functor>
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class ForEachMaterialFunctor
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{
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std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
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Functor *f;
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public:
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ForEachMaterialFunctor(Functor*f) : f(f) {}
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void operator ()(Object *ob)
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{
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int a;
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for(a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a+1);
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if (!ma) continue;
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std::string translated_id = translate_id(id_name(ma));
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if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
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(*this->f)(ma, ob);
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mMat.push_back(translated_id);
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}
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}
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}
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};
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struct MaterialFunctor {
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// calls f for each unique material linked to each object in sce
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// f should have
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// void operator()(Material* ma)
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template<class Functor>
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void forEachMaterialInScene(Scene *sce, Functor &f)
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{
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ForEachMaterialFunctor<Functor> matfunc(&f);
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GeometryFunctor gf;
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gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor> >(sce, matfunc);
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}
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};
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#endif
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